In this chapter, we saw what options we have when it comes to implementing audio with an AndEngine-based application. We looked at the basic sound pool method of playing back audio and explored the more advanced OpenSL ES and OpenAL options. Finally, we looked at sound effects and how to manage audio resources in a game.
We can now add audio and sound effects to our game, plus decide which audio API is sufficient for our needs. You also learned to keep an eye on memory usage and understood the implementation details of each audio API, including the ability to manually initialize and handle resources with OpenSL ES.
In the next chapter, we will see how to construct worlds using AndEngine.